Changeset 11189 for code/branches/sagerjFS16/src/orxonox/weaponsystem
- Timestamp:
- May 19, 2016, 5:04:41 PM (8 years ago)
- Location:
- code/branches/sagerjFS16/src/orxonox/weaponsystem
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/sagerjFS16/src/orxonox/weaponsystem/WeaponMode.cc
r11185 r11189 24 24 * Fabian 'x3n' Landau 25 25 * Co-authors: 26 * ...26 * Johannes Sager 27 27 * 28 28 */ … … 63 63 this->bAutoReload_ = true; 64 64 this->bParallelReload_ = true; 65 this->chargeable_ = false; 66 this->charges_ = 0; 67 this->maxCharges_ = 100; 65 this->chargeable_ = false; // most weapons are not chargeable 66 this->charges_ = 0; // always start with no charges 67 this->maxCharges_ = 100; // default maximum charges one can have are 100 68 68 69 69 this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this))); … … 123 123 bool WeaponMode::fire(float* reloadTime) 124 124 { 125 orxout() << "--- " << endl;126 125 (*reloadTime) = this->reloadTime_; 127 126 // Fireing is only possible if this weapon mode is not reloading and there is enough munition … … 175 174 { 176 175 177 if( this->chargeable_) 178 { 179 if(this->charges_ < this->maxCharges_){ 180 this->charges_ += 1; 181 } 176 if( this->chargeable_) // chargeable weapons are supposed to charge on push 177 { 178 this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_); // updates the pointer to the munition(which we use in the next step) 179 if(this->charges_ < this->maxCharges_ && this->bReloading_ == false && this->munition_->canTakeMunition(1, this)) // charges up unless: 180 { // - we are fully charged 181 this->charges_ += 1; // - we are reloading 182 } // - we have no munition 182 183 return false; 183 } else { 184 } 185 else // normal (not chargeable) weapons are supposed to fire on push 186 { 184 187 return fire(reloadTime); 185 188 } 186 189 } 187 190 188 bool WeaponMode::release(float* reloadTime) 189 { 190 if( this->chargeable_) 191 bool WeaponMode::release(float* reloadTime) 192 { 193 if( this->chargeable_) // chargeable weapons are supposed to fire on release 191 194 { 192 195 return fire(reloadTime); 193 }else{ 196 } 197 else // normal (not chargeable) weapons should do nothing on release 198 { 194 199 return false; 195 200 } -
code/branches/sagerjFS16/src/orxonox/weaponsystem/WeaponMode.h
r11185 r11189 24 24 * Fabian 'x3n' Landau 25 25 * Co-authors: 26 * ...26 * Johannes Sager 27 27 * 28 28 */ … … 110 110 111 111 // Fire 112 inline unsigned int getMaxCharges() 112 inline unsigned int getMaxCharges() // get the maximum of charges one can have 113 113 { return this->maxCharges_;} 114 inline unsigned int getCharges() 114 inline unsigned int getCharges() // get the current amount of charges 115 115 { return this->charges_;} 116 inline bool isChargeable() 116 inline bool isChargeable() // returns if the weaponmode is chargeable 117 117 { return this->chargeable_;} 118 118 inline void setDamage(float damage) … … 176 176 unsigned int initialMagazines_; 177 177 unsigned int munitionPerShot_; 178 unsigned int charges_; 179 unsigned int maxCharges_; 178 unsigned int charges_; // current amount of charges only matters for chargeable weapons(chargeable == true) 179 unsigned int maxCharges_; // maximum amount of charges (is initialized with 100 in weaponmode.cc) only matters for chargeable weapons(chargeable == true) 180 180 181 181 float reloadTime_; 182 bool bAutoReload_; // If true, the weapon reloads the magazine automatically.183 bool bParallelReload_; // If true, the weapon reloads in parallel to the magazine reloading.184 bool chargeable_; // If true, the weapon fires at release instead at push(where he charges up)182 bool bAutoReload_; // If true, the weapon reloads the magazine automatically. 183 bool bParallelReload_; // If true, the weapon reloads in parallel to the magazine reloading. 184 bool chargeable_; // If true, the weapon charges up on push and fires on release 185 185 186 186 float damage_; … … 202 202 203 203 Timer reloadTimer_; 204 bool bReloading_; // If true, this weapon mode is marked as reloading.204 bool bReloading_; // If true, this weapon mode is marked as reloading. 205 205 206 206 Vector3 muzzlePosition_; 207 207 Quaternion muzzleOrientation_; 208 208 209 std::string fireSoundPath_; // The path of the sound played when fireing210 float fireSoundVolume_; // The volume of the sound played when fireing211 std::vector<WorldSound*> fireSounds_; // List of sounds used by the weapon mode. Because multiple sounds may overlap, we need mor than one WorldSound instance.212 std::string reloadSoundPath_; // The path of the sound played when reloading213 float reloadSoundVolume_; // The volume of the sound played when reloading209 std::string fireSoundPath_; // The path of the sound played when fireing 210 float fireSoundVolume_; // The volume of the sound played when fireing 211 std::vector<WorldSound*> fireSounds_; // List of sounds used by the weapon mode. Because multiple sounds may overlap, we need mor than one WorldSound instance. 212 std::string reloadSoundPath_; // The path of the sound played when reloading 213 float reloadSoundVolume_; // The volume of the sound played when reloading 214 214 WorldSound* reloadSound_; 215 215 };
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